mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Eliminate hsScalar and hsFixed
Modern CPUs support floats just fine... hsFixed was crazy.
This commit is contained in:
@ -89,20 +89,20 @@ plAvTask::plAvTask()
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}
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// START
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hsBool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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return true; // true indicates the task has started succesfully
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}
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// PROCESS
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hsBool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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return false;
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}
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// Finish -----------------------------------------------------------------------------------
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// -------
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void plAvTask::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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void plAvTask::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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}
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@ -214,7 +214,7 @@ void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQu
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// START
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// Adjust our goal time based on our duration and the current time
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hsBool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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fTargetTime = time + fDuration; // clock starts now....
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fPhysicalAtStart = avatar->IsPhysicsEnabled();
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@ -281,7 +281,7 @@ void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *insert, plScene
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// PROCESS
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// Move closer to the goal position and orientation
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hsBool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsQuat rotation;
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hsPoint3 position;
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@ -349,10 +349,10 @@ plAvAnimTask::plAvAnimTask()
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// CTOR animName, initialBlend, targetBlend, fadeSpeed, start, loop, attach
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plAvAnimTask::plAvAnimTask(const char *animName,
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hsScalar initialBlend,
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hsScalar targetBlend,
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hsScalar fadeSpeed,
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hsScalar setTime,
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float initialBlend,
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float targetBlend,
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float fadeSpeed,
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float setTime,
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hsBool start,
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hsBool loop,
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hsBool attach)
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@ -370,7 +370,7 @@ plAvAnimTask::plAvAnimTask(const char *animName,
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}
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// CTOR animName, fadeSpeed, attach
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plAvAnimTask::plAvAnimTask(const char *animName, hsScalar fadeSpeed, hsBool attach)
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plAvAnimTask::plAvAnimTask(const char *animName, float fadeSpeed, hsBool attach)
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: fInitialBlend(0.0f),
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fTargetBlend(0.0f),
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fFadeSpeed(fadeSpeed),
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@ -398,7 +398,7 @@ plAvAnimTask::~plAvAnimTask()
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}
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// START
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hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = false;
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if(fAttach)
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@ -440,7 +440,7 @@ hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double
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}
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// PROCESS
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hsBool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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// the only reason we need this function is to watch the animation until it fades out
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hsBool result = false;
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@ -579,7 +579,7 @@ plAvOneShotTask::~plAvOneShotTask()
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// START
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hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = false;
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@ -664,7 +664,7 @@ hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, dou
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}
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// PROCESS
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hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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// *** if we are under mouse control, adjust it here
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@ -675,7 +675,7 @@ hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, d
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{
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const plAGAnim * animation = fAnimInstance->GetAnimation();
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double endTime = (fBackwards ? animation->GetStart() : animation->GetEnd());
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fAnimInstance->SetCurrentTime((hsScalar)endTime);
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fAnimInstance->SetCurrentTime((float)endTime);
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avatar->ApplyAnimations(time, elapsed);
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if(--fWaitFrames == 0)
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@ -778,7 +778,7 @@ plAvOneShotLinkTask::~plAvOneShotLinkTask()
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}
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// task protocol
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hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = plAvOneShotTask::Start(avatar, brain, time, elapsed);
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fStartTime = time;
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@ -795,7 +795,7 @@ hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain,
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return result;
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}
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hsBool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
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hsBool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
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{
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hsBool result = plAvOneShotTask::Process(avatar, brain, time, elapsed);
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if (fIgnore)
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